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Diffstat (limited to 'servers/physics_3d/godot_area_3d.h')
-rw-r--r-- | servers/physics_3d/godot_area_3d.h | 246 |
1 files changed, 246 insertions, 0 deletions
diff --git a/servers/physics_3d/godot_area_3d.h b/servers/physics_3d/godot_area_3d.h new file mode 100644 index 0000000000..e8caa9221b --- /dev/null +++ b/servers/physics_3d/godot_area_3d.h @@ -0,0 +1,246 @@ +/*************************************************************************/ +/* godot_area_3d.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GODOT_AREA_3D_H +#define GODOT_AREA_3D_H + +#include "godot_collision_object_3d.h" + +#include "core/templates/self_list.h" +#include "servers/physics_server_3d.h" + +class GodotSpace3D; +class GodotBody3D; +class GodotSoftBody3D; +class GodotConstraint3D; + +class GodotArea3D : public GodotCollisionObject3D { + PhysicsServer3D::AreaSpaceOverrideMode space_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED; + real_t gravity = 9.80665; + Vector3 gravity_vector = Vector3(0, -1, 0); + bool gravity_is_point = false; + real_t gravity_distance_scale = 0.0; + real_t point_attenuation = 1.0; + real_t linear_damp = 0.1; + real_t angular_damp = 0.1; + real_t wind_force_magnitude = 0.0; + real_t wind_attenuation_factor = 0.0; + Vector3 wind_source; + Vector3 wind_direction; + int priority = 0; + bool monitorable = false; + + ObjectID monitor_callback_id; + StringName monitor_callback_method; + + ObjectID area_monitor_callback_id; + StringName area_monitor_callback_method; + + SelfList<GodotArea3D> monitor_query_list; + SelfList<GodotArea3D> moved_list; + + struct BodyKey { + RID rid; + ObjectID instance_id; + uint32_t body_shape = 0; + uint32_t area_shape = 0; + + _FORCE_INLINE_ bool operator<(const BodyKey &p_key) const { + if (rid == p_key.rid) { + if (body_shape == p_key.body_shape) { + return area_shape < p_key.area_shape; + } else { + return body_shape < p_key.body_shape; + } + } else { + return rid < p_key.rid; + } + } + + _FORCE_INLINE_ BodyKey() {} + BodyKey(GodotSoftBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + BodyKey(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + BodyKey(GodotArea3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + }; + + struct BodyState { + int state = 0; + _FORCE_INLINE_ void inc() { state++; } + _FORCE_INLINE_ void dec() { state--; } + }; + + Map<BodyKey, BodyState> monitored_soft_bodies; + Map<BodyKey, BodyState> monitored_bodies; + Map<BodyKey, BodyState> monitored_areas; + + Set<GodotConstraint3D *> constraints; + + virtual void _shapes_changed(); + void _queue_monitor_update(); + +public: + void set_monitor_callback(ObjectID p_id, const StringName &p_method); + _FORCE_INLINE_ bool has_monitor_callback() const { return monitor_callback_id.is_valid(); } + + void set_area_monitor_callback(ObjectID p_id, const StringName &p_method); + _FORCE_INLINE_ bool has_area_monitor_callback() const { return area_monitor_callback_id.is_valid(); } + + _FORCE_INLINE_ void add_body_to_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + _FORCE_INLINE_ void remove_body_from_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + + _FORCE_INLINE_ void add_soft_body_to_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape); + _FORCE_INLINE_ void remove_soft_body_from_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape); + + _FORCE_INLINE_ void add_area_to_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape); + _FORCE_INLINE_ void remove_area_from_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape); + + void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value); + Variant get_param(PhysicsServer3D::AreaParameter p_param) const; + + void set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode p_mode); + PhysicsServer3D::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; } + + _FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity = p_gravity; } + _FORCE_INLINE_ real_t get_gravity() const { return gravity; } + + _FORCE_INLINE_ void set_gravity_vector(const Vector3 &p_gravity) { gravity_vector = p_gravity; } + _FORCE_INLINE_ Vector3 get_gravity_vector() const { return gravity_vector; } + + _FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point = p_enable; } + _FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; } + + _FORCE_INLINE_ void set_gravity_distance_scale(real_t scale) { gravity_distance_scale = scale; } + _FORCE_INLINE_ real_t get_gravity_distance_scale() const { return gravity_distance_scale; } + + _FORCE_INLINE_ void set_point_attenuation(real_t p_point_attenuation) { point_attenuation = p_point_attenuation; } + _FORCE_INLINE_ real_t get_point_attenuation() const { return point_attenuation; } + + _FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp = p_linear_damp; } + _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; } + + _FORCE_INLINE_ void set_angular_damp(real_t p_angular_damp) { angular_damp = p_angular_damp; } + _FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; } + + _FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; } + _FORCE_INLINE_ int get_priority() const { return priority; } + + _FORCE_INLINE_ void set_wind_force_magnitude(real_t p_wind_force_magnitude) { wind_force_magnitude = p_wind_force_magnitude; } + _FORCE_INLINE_ real_t get_wind_force_magnitude() const { return wind_force_magnitude; } + + _FORCE_INLINE_ void set_wind_attenuation_factor(real_t p_wind_attenuation_factor) { wind_attenuation_factor = p_wind_attenuation_factor; } + _FORCE_INLINE_ real_t get_wind_attenuation_factor() const { return wind_attenuation_factor; } + + _FORCE_INLINE_ void set_wind_source(const Vector3 &p_wind_source) { wind_source = p_wind_source; } + _FORCE_INLINE_ const Vector3 &get_wind_source() const { return wind_source; } + + _FORCE_INLINE_ void set_wind_direction(const Vector3 &p_wind_direction) { wind_direction = p_wind_direction; } + _FORCE_INLINE_ const Vector3 &get_wind_direction() const { return wind_direction; } + + _FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); } + _FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); } + _FORCE_INLINE_ const Set<GodotConstraint3D *> &get_constraints() const { return constraints; } + _FORCE_INLINE_ void clear_constraints() { constraints.clear(); } + + void set_monitorable(bool p_monitorable); + _FORCE_INLINE_ bool is_monitorable() const { return monitorable; } + + void set_transform(const Transform3D &p_transform); + + void set_space(GodotSpace3D *p_space); + + void call_queries(); + + void compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const; + + GodotArea3D(); + ~GodotArea3D(); +}; + +void GodotArea3D::add_soft_body_to_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) { + BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape); + monitored_soft_bodies[bk].inc(); + if (!monitor_query_list.in_list()) { + _queue_monitor_update(); + } +} + +void GodotArea3D::remove_soft_body_from_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) { + BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape); + monitored_soft_bodies[bk].dec(); + if (!monitor_query_list.in_list()) { + _queue_monitor_update(); + } +} + +void GodotArea3D::add_body_to_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { + BodyKey bk(p_body, p_body_shape, p_area_shape); + monitored_bodies[bk].inc(); + if (!monitor_query_list.in_list()) { + _queue_monitor_update(); + } +} + +void GodotArea3D::remove_body_from_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { + BodyKey bk(p_body, p_body_shape, p_area_shape); + monitored_bodies[bk].dec(); + if (!monitor_query_list.in_list()) { + _queue_monitor_update(); + } +} + +void GodotArea3D::add_area_to_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { + BodyKey bk(p_area, p_area_shape, p_self_shape); + monitored_areas[bk].inc(); + if (!monitor_query_list.in_list()) { + _queue_monitor_update(); + } +} + +void GodotArea3D::remove_area_from_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { + BodyKey bk(p_area, p_area_shape, p_self_shape); + monitored_areas[bk].dec(); + if (!monitor_query_list.in_list()) { + _queue_monitor_update(); + } +} + +struct AreaCMP { + GodotArea3D *area = nullptr; + int refCount = 0; + _FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); } + _FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); } + _FORCE_INLINE_ AreaCMP() {} + _FORCE_INLINE_ AreaCMP(GodotArea3D *p_area) { + area = p_area; + refCount = 1; + } +}; + +#endif // GODOT_AREA_3D_H |